Hi,
the model size is large and reducing it would surely help in kind of load-speed,
but for iOS devices the multiple 8192x8192 textures and the memory-need for 'hittest-model' might be the biggest problem.
E.g. 3 x 8192x8192 x 4 = 768 MB - that's the minimum memory-need for the textures.
And in real the memory-need is probably much higher, the mipmap-levels and the memory needed for the internal decoding and transferring would also need to be included...
And iOS Safari is pretty restricted when it comes to memory-needs, when hitting a certain internal limit, Safari will kill and reload the tab.
That means the memory need should be reduced in first place.
Additionally to reducing the textures (at least to 4096x4096), this setting can also help with large 3D-models:
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Source code
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1
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<depthmap ... hittestmode.mobile.and.no-mobilevr="gpu" />
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This will enable the
GPU-based hit-testing mode for mobile devices (but not for VR headsets).
This mode needs way fewer memory and loads faster because no data-structure for the hit-testing need to be generated.
Best regards,
Klaus